Arun K. Kulshreshth, Ph.D.

Dynamic Stereoscopic 3D Parameters

Most modern stereoscopic 3D applications (e.g. video games) use optimal (but fixed) stereoscopic
3D parameters (separation and convergence) to render the scene on a 3D display. But, keeping these parameters
fixed during usage does not provide an optimal experience since it can reduce the amount of depth perception
possible in some applications which have large variability in object distances. We developed a few stereoscopic
rendering techniques which actively vary the stereo parameters based on the scene content and the gaze direction of the user.
Our results indicate that variable stereo parameters provide enhanced depth discrimination compared to static
parameters and were preferred by our participants over the traditional fixed parameter approach.

Exploring 3D User Interface Technologies for Video Games

This project explores how the gaming experience is effected when several 3D user interface technologies are used simultaneously.
We custom designed an air-combat game integrating several 3DUI technologies (stereoscopic 3D, head tracking, and finger-count gestures) and studied
the combined effect of these technologies on the gaming experience. Our game design was based on existing design principles for optimizing the usage
of these technologies in isolation. Additionally, to enhance depth perception and minimize visual discomfort, the game dynamically optimizes stereoscopic
3D parameters (convergence and separation) based on the user's look direction.

We conducted a within subjects experiment where we examined performance data and qualitative data on users perception of the game.
Our quantitative results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D,
head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor.
Qualitatively, participants felt an enhanced sense of engagement when these technologies are present.

Finger-Based 3D Gesture Menu Selection

Counting using one's fingers is a potentially intuitive way to enumerate a list of items and lends itself naturally
to gesture-based menu systems. We conducted a comprehensive study on Finger-Count menu to investigate its usefulness as a
viable option for 3D menu selection task. Our study compares 3D gesture-based finger counting (Finger Count menus) with 3D Marking
menus and with two gesture-based menu selection techniques (Hand-n-Hold, Thumbs-Up) derived from existing motion-controlled video
game menu selection strategies.

We examined selection time, selection accuracy and user preference for all techniques. We also examined
the impact of different spatial layouts for menu items and different menu depths. Our results indicate that Finger-Count menus are
significantly faster than the other menu techniques we tested and are the most liked by participants. Additionally, we found that
while Finger-Count menus and 3D Marking menus have similar selection accuracy, Finger-Count menu are almost twice as fast
compared to 3D Marking menus.

Evaluating Benefits of Head Tracking in Video Games

The main focus of this project is to investigates user performance benefits of using head tracking in modern video games.
We explored four different carefully chosen commercial games with tasks which can potentially benefit from head tracking.
For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster
in the experimental group (with head tracking) than in the control group (without head tracking). Our results indicate that
head tracking provided a significant performance benefit for experts in two of the games tested. In addition, our results
indicate that head tracking is more enjoyable for slow paced video games and it potentially hurts performance in
fast paced modern video games.

Finger Tracking and Gesture Recognition

Hand gestures are intuitive ways to interact with a variety of user interfaces. We developed a real-time finger tracking
technique using the Microsoft Kinect as an input device and compared its results with an existing technique that uses the K-curvature algorithm.
Our technique calculates feature vectors based on Fourier descriptors of equidistant points chosen on the silhouette of the
detected hand and uses template matching to find the best match. Our results show that our technique performed
as well as an existing k-curvature algorithm based finger detection technique.

Evaluating 3D Stereo in Motion Enabled Games

The main focus of this project is to evaluate the
effects of 3D stereo in motion controlled games.
We conducted a study investigating whether user
performance is enhanced when using 3D stereo over a
traditional 2D monitor coupled with a 3D spatial
interaction device in modern 3D stereo games. We made
use of the PlayStation 3 game console, the PlayStation
Move controller, and five carefully chosen game titles
as a representative sample of modern motion enabled
games.

PaintToMove Application

Physical therapy is a necessary but often frustrating process for many people.
It requires constant repeated exercises which are not only boring over time but can
also be painful. For these reasons, many physical therapy patients have trouble motivating
themselves to complete treatment. We are developing software which encourages them by occupying
their minds with an engaging experience, distracting them from these negative influences and
can also be adjusted based on the patient's stage of rehabilitation.

Paint to Move is an application in which users can paint virtually on a 2D canvas by
using a Sony Move controller as a paint brush. The colored tip of the Move controller indicate
the color of the paint, changing as a user dips the Move controller into different colored virtual
paint cups. Work on an earlier version of this proptotype suggests that users tend to focus on the
task rather than on the reptitive arm motions they need to make, which is desirable in physical therapy
applications. We believe the Sony Move controller is an ideal input device for our application because
of its accurate 6DOF tracking and low cost.

Featured in Move.Me application release video

Seamless Stereoscopic 3D Rendering on Multiwall Display

This project involves displaying stereoscopic images on a big wall display consisting of three
rear projected screens. Each screen is controlled by a computer and displays stereoscopic images
by using two projectors (one for each eye). So there are three slave computers and one master computer controlling each slave.
We depeloped a software solution to render seamless stereoscopic images on this big wall
display by dividing the scene to be rendered into parts and providing each slave machine the necessary information
to render its part of the whole rendered image.

Polysrystal Orientation Maps from 3D X-ray Diffraction Data

The aim was to reconstruct the 2D orientation map of a polycrystals (like metals) from its X-ray diffraction projection data.
Knowledge of orientation map is of interest to material scientists since the physical and chemical properties of a polycrystal
are related to its orientation map.